Capcom is in the midst of a Golden Age, and we spoke with producer Masachika Kawata about how the publisher / developer has managed this during an era of extreme industry volatility.
We traveled to Capcom’s Osaka offices to learn about the resurrection of its long-dormant Onimusha series and toured Kyoto to see the real-life inspiration behind the game’s “gorgeously eerie” dark fantasy action.
Combat is the best part of Beast of Reincarnation, courtesy of a satisfying combat system filled with experimentation and tense fun. If only the rest of Game Freak's venture into the action space matched it.
For all the inspirations the game wears on its sleeve, it never rises above them, and thus feels like a title in search of an identity and desperate for a specific kind of player.
We spoke to Moon Studios about the change in mindset between developing the Ori games and the work-in-progress No Rest for the Wicked for Early Access.